• Title/Summary/Keyword: Cartoon

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Study on the form of expression for Web Comics : Focused on Scroll Comics (웹 만화의 표현 양식에 관한 연구 : 스크롤 만화를 중심으로)

  • Kim, byong soo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.657-660
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    • 2007
  • The growth of Web comics is very noticeable in Korean comic market as the 21st century is entered. In amongst these1 trends, the scroll comics had established it self as one of the main stream form for expression, outside the form of the traditional published comics, so it is providing a new visual experience for the readers. The scroll method uses the large vertical space that is uncomparable to the column compartment of the printed comics, and its uses of animation-like techniques, innovative partitioning, flob styles and narration partition positioning, the limitless canvas and the scroll bar of the web page, is leading the digital comic age. However, it is still very uncertain whether the 'scroll comics' will still be valid in the age of Web2.0. It is concerning that even though there are limitless potential in the realms of digital and web, the web comics seem to be bound to one particular medium, 'scroll'. In this report, the form of expression in the scroll centered web comics will be analyzed, and based on this, the future evolution of digital comics shall be investigated.

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Presentation for OSMU development method through the musical - Focused on the 'flying superboard' - (뮤지컬 공연을 통한 원소스멀티유즈의 개발방안 제시 - 뮤지컬 '날아라슈퍼보드'를 중심으로 -)

  • Lim, byung-suk;Ahn, seong-hye
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.680-684
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    • 2007
  • In Korea the musical was granted very close an art however recently it is rapidly take the position a new trend of the mass culture industry with some of promoted lifestyle due to increased income and with spreading consumer culture of well-being. This study is to consider the musical as a way of OMSU to observe how to produce the musical the with the original one that recorded as the best animation program with highly broadcasting rate as it is broadcasted on TV. It is belongs to a category of musical or a performance, has a good feature of children's program with arranging the broadcasting. Through this study, developing performance art to OSMU, it wishes to utilize people that produce the performance applying the contents of animations and cartoons, to make value added This study is for presenting an effective way of OSMU, with studying and researching the production process of the musical . The original source the cartoon and animation is transferred to a musical with a technical feature of digital audio-visual, with characterizing to an attractive musical characters from the original characters, and with humorize twisted story structure based on the basic storyline.

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Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.21-32
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    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

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An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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A Study on Health Education Program Development of Respiratory Communicable Disease Prevention for Preschool Children and the Measurement of It's Effects (학령전 아동을 위한 호흡기전염병 예방 프로그램의 개발 및 효과에 관한 연구)

  • Kim, Il-Ok
    • Child Health Nursing Research
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    • v.10 no.1
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    • pp.66-79
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    • 2004
  • Purpose: The purpose of this study were to develop a respiratory communicable disease prevention program for preschoolers and measure it's effects. Method: The respiratory communicable disease prevention program for preschoolers consisted of texts, cartoons, photographs, discussions, demonstrations, puzzle games, die games, compensation/reinforcement, and token economy which were directed under the systematic design of instruction by Dick %amp; Carey. This study was a quasi experimental study under the nonequivalent control group with pretest-posttest design. The subjects of this study were 45 preschool children who are attending 3 different district nursery schools and they were matched by the age, pretest knowledge, and pretest behavior. The instrument used in this study was criterion referenced test items that were developed by a researcher for evaluating the subject's knowledge, attitude, and behavior about respiratory communicable disease prevention. A pretest was administered a week before treatment. Experimental group Ⅰ was administered by the treatment of respiratory communicable disease prevention program. Experimental group Ⅱ was administered by above program with token economy program. The posttest was conducted on the eighth day. The third test for behavior was completed 15th day. To determine the effect of the program, the data were analyzed by the SAS 6.12 program with Kruskal Wallis test, ANCOVA, ANOVA, Duncan's test and paired t-test. Result: 1) There was a significant difference in knowledge between the experimental groups and control group(F=5.89, P=0.0197). 2) There was a significant difference in attitude between the experimental groups and control group(F=3.29, P=0.0469). 3) There was a non-significant difference in behavior between the experimental groups and control group(F=0.00, P=0.9512). 4) In the experimental groupⅡ, there was highly significant increase in behavior after token economy(t=4.5252, P=0.0005). Conclusion: It was found that the respiratory communicable disease prevention program for preschool children was effective in changing the preschoolers' knowledge and attitude on the respiratory communicable disease prevention, but not enough for changing the preschoolers' behavior. Token economy was improved as an effective and strong method for inducing desirable changes of preschoolers' behavior.

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Monitoring Diet and Health Related Content in Terrestrial TV Programs for Young Children (식생활 및 건강관련 지상파 TV 유아 프로그램 모니터링)

  • Moon, Hyun-Kyung;Min, Ji-Hye;Kim, Jeong-Nam
    • Korean Journal of Health Education and Promotion
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    • v.27 no.3
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    • pp.85-96
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    • 2010
  • Objectives: Television is the most influencing mass media. It has taken an important part in our daily life as the information source. Transmitted informations are the important sources for building one's conscience, value and behavior for all age groups from young children to aged. Methods: In this paper, all land-based TV programs for young children has been monitored by quantity and quality from July 1st 2008 'till December 31st. General programs for young children have been monitored by its theme, type, contents delivery method, proportion of diet and health information in the program, and appropriateness. For the analysis, SPSS was used. Results: Young children's program 2,771 programs and 47,169 minutes during the period were monitored. From programs for young children about 'general' and 'cooking', there were 48programs(30.6%) that has contents about dishes, 47programs(29.9%) about food and nutrition, 34programs(21.7%) about life habits. From the programs, diet and health has been delivered by 'practical exercise(38.9%)', by 'cartoon & puppet show(31.2%)', followed by 'explanation from experts(15.3%)', 'song & movement(8.9%)', and 'simple introduction(4.4%)'. From programs for young children about 'general' and 'cooking', there were 157programs that has contents about ideas and delivery method being considered, 'appropriate(45.7%)' for giving positive and 'inappropriate(54.3%)' for its negative influence to young children, the need of improvement was suggested. Conclusion: Considering the importance of infancy in one's lifetime, not only specific field but each program for young children itself should be monitored by experts of each field. A plan on how to deliver accurate content effectively to young children should be searched in various ways.

The Application of Jean Michel Basquiat's Graffiti to Fashion Painting (Jean Michel Basquiat의 그래피티(Graffiti)를 응용한 패션페인팅)

  • Jang, Ae-Ran;Ko, Eun-Suk
    • Journal of the Korean Home Economics Association
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    • v.44 no.6 s.220
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    • pp.23-34
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    • 2006
  • Graffiti has been recognized as an art form since the influence of free, black culture and Neo-Expressionism in the 1980s, though Graffiti remains the subject of controversy both inside and outside the school Modem Art. Jean Michel Basquiat is the most famous Graffiti artist of the '80. He was regarded as the genius and star of American art, leaving a lot of experimental and creative works during his short, 9-year, creative period. In his works, Basquiat well expressed the isolated and dark shadows in the U.S., the pursuit of self identification, the purpose of expression and the epochally social phenomenon. The purpose of this study is to investigate the application of Jean Michel Basquiat's Graffiti to fashion painting. To achieve this purpose, we present a lot of fashion painting works which apply Jean Michel Basquiat's Graffiti by focusing on autographic experience, racialism, cartoon themes, monely value, and anatomical death in the characteristics of Basquiat's works. Through this process, we can express and apply Basquiat's Graffiti to fashion painting by analogizing the themes and modeling the methods of his works, such as childish and simple features, intentionally wrong spellings and sentences, and symbols of death including skeletons, intestines, bones and teeth. In addition, Basquiat's techniques are examined in this study, including the representational handling of a brush, primitive and strong colors, and maximized shape. This study found that fashion painting can juxtaposes art and fashion by expressing Jean Michel Basquiats' Graffiti.

Development of Nutrition Education Material for Nutrient Intake and Prevention of Disease and the Effects of Nutrition Education for the Elderly - Focused on Items related to Health and Nutrients Intake - (노인을 위한 영양소 섭취와 질병예방에 대한 영양교육 자료 개발 및 영양교육의 효과 - 건강관련 사항과 영양소섭취량 중심으로 -)

  • Kim, Myoung-Sook;Kim, Ju Yeon
    • The Korean Journal of Community Living Science
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    • v.23 no.4
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    • pp.467-478
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    • 2012
  • This study was carried out to develop nutrition education materials for nutrient intake and the prevention of disease for the elderly and to test their effects on the health-related matters and nutrition intakes after nutrition education. The mean age of the subjects was 71.6 years old. Diet adjustment for health increased a little bit from 2.2% to 11.1% after education but with no significance. The highest reported chronic illness was hypertension. The drinking of the subjects decreased a little bit after their education but wasn't significant. There were no significant changes to the frequency of food consumption across all the items after education, but there was a small increase to the daily intake of milk and dairy products and fruits and to a balanced diet three times per day. There was a significant increase in the intake of such nutrients as energy(p<0.05), protein(p<0.01), lipid(p<0.05), phosphorus(p<0.05), sodium (p<0.05), vitamin $B_2$(p<0.05), vitamin $B_6$(p<0.05), and niacin(p<0.001) after education. Those findings show that nutrition education provided to the elderly had no clear effects on the items that required memorization such as nutrition knowledge but did have some effects on dietary life. If the nutrition education requiring memorization is provided repeatedly with data supplemented, more effective nutrition management will be possible.

Design and Implementation of Real-time Augmented Reality Building Information System Combined with 3D Map (3D 지도와 결합된 실시간 증강현실 건물 안내 시스템의 설계 및 구현)

  • Kim, Sang-Joon;Bae, Yoon-Min;Choi, Yoo-Joo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.4
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    • pp.39-54
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    • 2018
  • Recently, augmented reality(AR) based building information applications using a smart phone provide information in the static form irrespective of the distance between a user and a target building. If many target buildings are located close to each other, discrimination of information is reduced due to overlapping information objects. Furthermore, it is difficult to intuitively grasp the current position of the user in the previous AR-based applications. In this paper, to solve these limitations, we have designed and implemented a novel building information system in which the location and size of information objects are adaptively displayed according to locations of a user and target buildings, and which allows users to intuitively understand their location by providing a 3D map that displays the user's location and all target buildings within a given distance in real-time. The AR-based building information application proposed in this paper focuses on the building guide in Deoksu Palace in Jung-gu, Seoul.

Analysis of Infoshade of Displacement Map for Making Digital Contents (디지털콘텐츠 제작을 위한 Displacement map의 음영정보 분석)

  • Park, Keong-Cheol
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.59-67
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    • 2011
  • Digital Contents have been considered as major parts in the areas, such as design, cartoon, video and etc. A number of Digital Contents are made with the works of popular computer program, Photoshop, and used in some courses of making works. Channel is obviously regarded as a high-level function among others in using Photoshop, even though it hinder a lot of users in understanding the way and the principle to use. Channel and Displacement Map have something in common, because they share the infoshade of channel. The infoshade is the information of 256 levels which consists of black and achromatic colors between white and black color. The infoshade of Channel is used as a concept of movement in Displacement Map. Displacement Map analyzes infoshade in 'Displacement map images' and transfer the pixels of original images under the application of displacement map. This means that the infoshade of Channel can be made for the application with characteristic of movement. This study was carried out to analyze the principle of application of infoshade in 'Displacement Map' with Photoshop. Thus, the central aim of this study is not so much studying engineering algorithm as studying and analyzing the principle of Channel's infoshade through studying how the infoshade of channel is applied in the work.